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Text File  |  1998-07-23  |  12KB  |  486 lines

  1. 30                        // Max simple physicing at once
  2. 10                        // Max boned physicing at once
  3. 30                        // Max rendering at once
  4. 30                        // Max stored dismembered characters
  5.  
  6. MAN.TXT
  7.  
  8. START OF BONES
  9.  
  10. // Bone index #0
  11.  
  12. Bip01 Spine
  13. 20                        // Mass in kg
  14. BOX                        // Collision detection type
  15. NONE
  16.  
  17. NEXT BONE
  18.  
  19. // Bone index #1
  20.  
  21. Bip01 Head
  22. 4                        // Mass in kg
  23. SPHERE                    // Collision detection type
  24. FALSE
  25. 0                        // Index of parent (Spine)
  26.     
  27. NEXT BONE
  28.  
  29. // Bone index #2
  30.  
  31. Bip01 L Leg
  32. 8                        // Mass in kg
  33. BOX                        // Collision detection type
  34. FALSE
  35. 0                        // Index of parent (Spine)
  36.     
  37. NEXT BONE
  38.  
  39. // Bone index #3
  40.  
  41. Bip01 L Leg1
  42. 7                        // Mass in kg
  43. BOX                        // Collision detection type
  44. FALSE
  45. 2                        // Index of parent (L Leg)
  46.  
  47. NEXT BONE
  48.  
  49. // Bone index #4
  50.  
  51. Bip01 R Leg
  52. 8                        // Mass in kg
  53. BOX                        // Collision detection type
  54. FALSE
  55. 0                        // Index of parent (Spine)
  56.     
  57. NEXT BONE
  58.  
  59. // Bone index #5
  60.  
  61. Bip01 R Leg1
  62. 7                        // Mass in kg
  63. BOX                        // Collision detection type
  64. FALSE
  65. 4                        // Index of parent (R Leg)
  66.  
  67. NEXT BONE
  68.  
  69. // Bone index #6
  70.  
  71. Bip01 L Arm1
  72. 4                        // Mass in kg
  73. BOX                        // Collision detection type
  74. FALSE
  75. 0                        // Index of parent (Spine)
  76.     
  77. NEXT BONE
  78.  
  79. // Bone index #7
  80.  
  81. Bip01 L Arm2
  82. 4                        // Mass in kg
  83. BOX                    // Collision detection type
  84. FALSE
  85. 6                        // Index of parent (L Arm1)
  86.  
  87. NEXT BONE
  88.  
  89. // Bone index #8
  90.  
  91. Bip01 R Arm1
  92. 3                        // Mass in kg
  93. BOX                        // Collision detection type
  94. FALSE
  95. 0                        // Index of parent (Spine)
  96.     
  97. NEXT BONE
  98.  
  99. // Bone index #9
  100.  
  101. Bip01 R Arm2
  102. 3                        // Mass in kg
  103. BOX                        // Collision detection type
  104. FALSE
  105. 8                        // Index of parent (R Arm1)
  106.  
  107. END OF BONES
  108.  
  109. START OF MOVES
  110.  
  111. 0                        // ID
  112. 30                        // Default frame rate
  113. None                    // Looping reset flags
  114. 0,0,1                    // Direction of movement
  115. stand_still.SKL            // Biped export file name
  116. 0                        // Flags
  117.  
  118. 1                        // ID
  119. 30                        // Default frame rate
  120. None                    // Looping reset flags
  121. 0,0,1                    // Direction of movement
  122. stand_still_look_around.SKL            // Biped export file name
  123. 0                        // Flags
  124.  
  125. 2                        // ID
  126. 30                        // Default frame rate
  127. None                    // Looping reset flags
  128. 0,0,1                    // Direction of movement
  129. stand_still_scared.SKL            // Biped export file name
  130. 0                        // Flags
  131.  
  132. 3                        // ID
  133. 30                        // Default frame rate
  134. None                    // Looping reset flags
  135. 0,0,1                    // Direction of movement
  136. jump_out_of_skin.SKL            // Biped export file name **********
  137. 0                        // Flags
  138.  
  139. 4                        // ID
  140. 30                        // Default frame rate
  141. None                    // Looping reset flags
  142. 0,0,1                    // Direction of movement
  143. stand_still_silly_scared.SKL            // Biped export file name **********
  144. 0                        // Flags
  145.  
  146. 5                        // ID
  147. 30                        // Default frame rate
  148. None                    // Looping reset flags
  149. 0,0,1                    // Direction of movement
  150. stand_still_mrl.SKL            // Biped export file name **********
  151. 0                        // Flags
  152.  
  153. 6                        // ID
  154. 30                        // Default frame rate
  155. None                    // Looping reset flags
  156. 0,0,1                    // Direction of movement
  157. stand_still_mll.SKL            // Biped export file name **********
  158. 0                        // Flags
  159.  
  160. 10                        // ID
  161. 30                        // Default frame rate
  162. None                    // Looping reset flags
  163. 0,0,1                    // Direction of movement
  164. stand_still_plead.SKL            // Biped export file name
  165. 0                        // Flags
  166.  
  167. 11                        // ID
  168. 30                        // Default frame rate
  169. None                    // Looping reset flags
  170. 0,0,1                    // Direction of movement
  171. on_knees_mercy.SKL            // Biped export file name
  172. 0                        // Flags
  173.  
  174. 12                        // ID
  175. 30                        // Default frame rate
  176. None                    // Looping reset flags
  177. 0,0,1                    // Direction of movement
  178. on_knees_mercy.SKL            // Biped export file name **********
  179. 0                        // Flags
  180.  
  181. 13                        // ID
  182. 30                        // Default frame rate
  183. None                    // Looping reset flags
  184. 0,0,1                    // Direction of movement
  185. out_of_breathe.SKL            // Biped export file name
  186. 0                        // Flags
  187.  
  188. 14                        // ID
  189. 30                        // Default frame rate
  190. None                    // Looping reset flags
  191. 0,0,1                    // Direction of movement
  192. on_knees_mercy.SKL            // Biped export file name **********
  193. 0                        // Flags
  194.  
  195. 20                        // ID
  196. 30                        // Default frame rate
  197. None                    // Looping reset flags
  198. 0,0,1                    // Direction of movement
  199. stand_still_look_around.SKL            // Biped export file name **********
  200. 0                        // Flags
  201.  
  202. 21                        // ID
  203. 30                        // Default frame rate
  204. None                    // Looping reset flags
  205. 0,0,1                    // Direction of movement
  206. stand_still_look_around.SKL            // Biped export file name **********
  207. 0                        // Flags
  208.  
  209. 22                        // ID
  210. 30                        // Default frame rate
  211. None                    // Looping reset flags
  212. 0,0,1                    // Direction of movement
  213. stand_still_look_around.SKL            // Biped export file name **********
  214. 0                        // Flags
  215.  
  216.  
  217. 30                        // ID
  218. 30                        // Default frame rate
  219. Y                        // Looping reset flags
  220. 0,0,0                    // Direction of movement
  221. walk_normal_male.SKL            // Biped export file name
  222. 0                        // Flags
  223.  
  224. 31                        // ID
  225. 30                        // Default frame rate
  226. Y                        // Looping reset flags
  227. 0,0,0                    // Direction of movement
  228. pissed_person.SKL            // Biped export file name **********
  229. 0                        // Flags
  230.  
  231.  
  232. 40                        // ID
  233. 30                        // Default frame rate
  234. Y                        // Looping reset flags
  235. 0,0,0                    // Direction of movement
  236. run_slow.SKL                // Biped export file name **********
  237. 0                        // Flags
  238.  
  239. 41                        // ID
  240. 30                        // Default frame rate
  241. Y                        // Looping reset flags
  242. 0,0,0                    // Direction of movement
  243. run_fast.SKL                // Biped export file name **********
  244. 0                        // Flags
  245.  
  246. 42                        // ID
  247. 30                        // Default frame rate
  248. Y                        // Looping reset flags
  249. 0,0,0                    // Direction of movement
  250. run_slow.SKL                // Biped export file name **********
  251. 0                        // Flags
  252.  
  253.  
  254. 50                        // ID
  255. 30                        // Default frame rate
  256. Y                        // Looping reset flags
  257. 0,0,0                    // Direction of movement
  258. missing_left_leg_hop.SKL                // Biped export file name **********
  259. 0                        // Flags
  260.  
  261. 51                        // ID
  262. 30                        // Default frame rate
  263. Y                        // Looping reset flags
  264. 0,0,0                    // Direction of movement
  265. missing_right_leg_hop.SKL                // Biped export file name **********
  266. 0                        // Flags
  267.  
  268. 52                        // ID
  269. 30                        // Default frame rate
  270. Y                        // Looping reset flags
  271. 0,0,0                    // Direction of movement
  272. run_slow.SKL                // Biped export file name **********
  273. 0                        // Flags
  274.  
  275.  
  276. 60                        // ID
  277. 30                        // Default frame rate
  278. None                    // Looping reset flags
  279. 0,0,1                    // Direction of movement
  280. stand_still_look_around.SKL            // Biped export file name **********
  281. 0                        // Flags
  282.  
  283. 61                        // ID
  284. 30                        // Default frame rate
  285. None                    // Looping reset flags
  286. 0,0,1                    // Direction of movement
  287. stand_still_look_around.SKL            // Biped export file name **********
  288. 0                        // Flags
  289.  
  290. 62                        // ID
  291. 30                        // Default frame rate
  292. None                    // Looping reset flags
  293. 0,0,1                    // Direction of movement
  294. stand_still_look_around.SKL            // Biped export file name **********
  295. 0                        // Flags
  296.  
  297. 63                        // ID
  298. 30                        // Default frame rate
  299. None                    // Looping reset flags
  300. 0,0,1                    // Direction of movement
  301. stand_still_look_around.SKL            // Biped export file name **********
  302. 0                        // Flags
  303.  
  304. 64                        // ID
  305. 30                        // Default frame rate
  306. None                    // Looping reset flags
  307. 0,0,1                    // Direction of movement
  308. stand_still_look_around.SKL            // Biped export file name **********
  309. 0                        // Flags
  310.  
  311.  
  312. 70                        // ID
  313. 30                        // Default frame rate
  314. None                    // Looping reset flags
  315. 0,0,1                    // Direction of movement
  316. FALL.SKL                // Biped export file name **********
  317. 0                        // Flags
  318.  
  319. 71                        // ID
  320. 30                        // Default frame rate
  321. None                    // Looping reset flags
  322. 0,0,1                    // Direction of movement
  323. FALL.SKL                // Biped export file name **********
  324. 0                        // Flags
  325.  
  326. 72                        // ID
  327. 30                        // Default frame rate
  328. None                    // Looping reset flags
  329. 0,0,1                    // Direction of movement
  330. FALL.SKL                // Biped export file name **********
  331. 0                        // Flags
  332.  
  333. 73                        // ID
  334. 30                        // Default frame rate
  335. None                    // Looping reset flags
  336. 0,0,1                    // Direction of movement
  337. FALL.SKL                // Biped export file name **********
  338. 0                        // Flags
  339.  
  340. 74                        // ID
  341. 30                        // Default frame rate
  342. None                    // Looping reset flags
  343. 0,0,1                    // Direction of movement
  344. FALL.SKL                // Biped export file name **********
  345. 0                        // Flags
  346.  
  347.  
  348. 80                        // ID
  349. 30                        // Default frame rate
  350. none                    // Looping reset flags
  351. 0,0,1                    // Direction of movement
  352. get_up_back.SKL            // Biped export file name
  353. 1                        // Flags
  354.  
  355. 81                        // ID
  356. 30                        // Default frame rate
  357. none                    // Looping reset flags
  358. 0,0,1                    // Direction of movement
  359. get_up_front.SKL        // Biped export file name
  360. 1                        // Flags
  361.  
  362. 82                        // ID
  363. 30                        // Default frame rate
  364. none                    // Looping reset flags
  365. 0,0,1                    // Direction of movement
  366. get_up_back_mll.SKL                // Biped export file name **********
  367. 1                        // Flags
  368.  
  369. 83                        // ID
  370. 30                        // Default frame rate
  371. none                    // Looping reset flags
  372. 0,0,1                    // Direction of movement
  373. get_up_back_mrl.SKL                // Biped export file name **********
  374. 1                        // Flags
  375.  
  376. 84                        // ID
  377. 30                        // Default frame rate
  378. none                    // Looping reset flags
  379. 0,0,1                    // Direction of movement
  380. get_up_front_mll.SKL                // Biped export file name **********
  381. 1                        // Flags
  382.  
  383. 85                        // ID
  384. 30                        // Default frame rate
  385. none                    // Looping reset flags
  386. 0,0,1                    // Direction of movement
  387. get_up_front_mrl.SKL                // Biped export file name **********
  388. 1                        // Flags
  389.  
  390.  
  391. 90                        // ID
  392. 30                        // Default frame rate
  393. XYZ                    // Looping reset flags
  394. 0,0,1                    // Direction of movement
  395. hit_by_car_slow.SKL                // Biped export file name
  396. 0                        // Flags
  397.  
  398. 91                        // ID
  399. 30                        // Default frame rate
  400. XYZ                    // Looping reset flags
  401. 0,0,1                    // Direction of movement
  402. hit_by_car_med.SKL                // Biped export file name
  403. 0                        // Flags
  404.  
  405. 92                        // ID
  406. 30                        // Default frame rate
  407. XYZ                    // Looping reset flags
  408. 0,0,1                    // Direction of movement
  409. hit_by_car_med.SKL                // Biped export file name
  410. 0                        // Flags
  411.  
  412. 93                        // ID
  413. 30                        // Default frame rate
  414. XYZ                    // Looping reset flags
  415. 0,0,1                    // Direction of movement
  416. FALL.SKL                // Biped export file name
  417. 0                        // Flags
  418.  
  419. 94                        // ID
  420. 30                        // Default frame rate
  421. XYZ                    // Looping reset flags
  422. 0,0,1                    // Direction of movement
  423. dead_body_flat.SKL                // Biped export file name
  424. 0                        // Flags
  425.  
  426. 95                        // ID
  427. 30                        // Default frame rate
  428. XYZ                    // Looping reset flags
  429. 0,0,1                    // Direction of movement
  430. FALL.SKL                // Biped export file name **********
  431. 0                        // Flags
  432.  
  433. 96                        // ID
  434. 30                        // Default frame rate
  435. XYZ                    // Looping reset flags
  436. 0,0,1                    // Direction of movement
  437. squashed_against_wall.SKL                // Biped export file name
  438. 1                        // Flags
  439.  
  440. 97                        // ID
  441. 30                        // Default frame rate
  442. XYZ                    // Looping reset flags
  443. 0,0,1                    // Direction of movement
  444. dead_body_fly_through_air.SKL                // Biped export file name
  445. 0                        // Flags
  446.  
  447.  
  448. 110                        // ID
  449. 30                        // Default frame rate
  450. XYZ                        // Looping reset flags
  451. 0,0,1                    // Direction of movement
  452. drowning.SKL            // Biped export file name **********
  453. 0                        // Flags
  454.  
  455. 111                        // ID
  456. 30                        // Default frame rate
  457. Y                        // Looping reset flags
  458. 0,0,0                    // Direction of movement
  459. silly_dance.SKL                // Biped export file name
  460. 0                        // Flags
  461.  
  462. 112                        // ID
  463. 30                        // Default frame rate
  464. Y                        // Looping reset flags
  465. 0,0,0                    // Direction of movement
  466. panicking_peds.SKL                // Biped export file name **********
  467. 0                        // Flags
  468.  
  469. 113                        // ID
  470. 30                        // Default frame rate
  471. Y                        // Looping reset flags
  472. 0,0,0                    // Direction of movement
  473. squashed_against_wall.SKL                // Biped export file name **********
  474. 0                        // Flags
  475.  
  476.  
  477. END OF MOVES
  478.  
  479. // Other stuff
  480.  
  481. HUMANOID
  482.  
  483. 1                        // Index of head bone
  484. -1                        // Direction axis when lying down (A)
  485. 1                        // Direction axis when lying down (B)
  486.